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* minor improvements
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c8ac6cf914
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@ -689,7 +689,7 @@ bool CBattleAttack::checkInitialConditions()
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}
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}
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CBattleAttack::CBattleAttack(CBattleInterface * _owner, int _stackID)
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CBattleAttack::CBattleAttack(CBattleInterface * _owner, int _stackID)
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: CBattleStackAnimation(_owner, _stackID), hitCount(0), sh(-1)
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: CBattleStackAnimation(_owner, _stackID), sh(-1)
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{
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{
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}
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}
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@ -2608,6 +2608,8 @@ void CBattleInterface::showAliveStack(int ID, const std::map<int, CStack> & stac
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int affectingSpeed = settings.animSpeed;
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int affectingSpeed = settings.animSpeed;
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if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
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if(animType == 1 || animType == 2) //standing stacks should not stand faster :)
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affectingSpeed = 2;
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affectingSpeed = 2;
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if(animType == 3 || animType == 11 || animType == 12 || animType == 13) //defend & attack should be slower
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affectingSpeed = 1;
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bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
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bool incrementFrame = (animCount%(4/affectingSpeed)==0) && animType!=5 && animType!=20 && animType!=2;
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if(animType == 2)
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if(animType == 2)
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@ -158,7 +158,6 @@ class CBattleAttack : public CBattleStackAnimation
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protected:
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protected:
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int IDby; //attacked stack
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int IDby; //attacked stack
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int dest; //atacked hex
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int dest; //atacked hex
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int hitCount; //for delaying animation
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bool reversing;
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bool reversing;
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int posShiftDueToDist;
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int posShiftDueToDist;
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bool shooting;
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bool shooting;
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